As a developer with only very basic skills in 3D modeling I'm having some difficulties working with the models. Implementing loaders and adding loaded 3D models to my JOGL-application is no problem, but changing the model so that it fits my needs tends to be very difficult. Anything that has to do with game content (models, textures etc.) seems to be the most difficult thing to do. My question to all of you is basically; How do you work with 3D Models?

Since I lack any skills in 3D modeling I would appreciate any tools, sites, hints etc., that would ease the adaption of existing models for my own needs. Do you have a favorite 3D modeler that is very easy to use for simple editing? Did you you find a set of good tutorials for creating game content? Do you have a friend who is very good at 3D modeling and that would like to help out?

I've been using Blender for exporting models to Collada-format, but that is about it. Currently, I'm trying to adapt the Duke model (https://duke.dev.java.net/models/index.html) to fit into my game. Basically, I want to lower the arms and add a very simple cannon/gun in its hands (a simple tube would do it).

I think you also want to add some skeletal animations to it, otherwise it would be a little boring to have a static duke in your game. The problem with modeling for programmers is that they need to use their artistic brain cells instead of their analytical brain cells, which is something they usually fight against.

Modeling is quite complex. I have been modeling for ages (while still programming) and i can tell you that unless you are a born artist you will have to practice for a long time until you become productive at it. Just like programming there isn't any quick receipt for learning how to be a modeler in 20 days.

I think you also want to add some skeletal animations to it, otherwise it would be a little boring to have a static duke in your game. The problem with modeling for programmers is that they need to use their artistic brain cells instead of their analytical brain cells, which is something they usually fight against.

Modeling is quite complex. I have been modeling for ages (while still programming) and i can tell you that unless you are a born artist you will have to practice for a long time until you become productive at it. Just like programming there isn't any quick receipt for learning how to be a modeler in 20 days.

I completely agree with you. My artistic talents are quite limited. I usually need a ruler in order to draw a stick figure.

Thanks for the links anyway. I didn't know about "armatures" in Blender, but I guess I could use that for skeleton animations. Expect a really cool animated Duke sometime in 2050..

I think you also want to add some skeletal animations to it, otherwise it would be a little boring to have a static duke in your game.

I totally agree. Do you know of any java tools that support skeletal animation in realtime? I looked for this some time ago and only found few examples of skin and bone one joint arm, or some tube, sphere, box (not game quality) animations. But I guess what you are talking about is creating many model poses that one can morph between in the game to create animation. With the drawback that you are stuck with the animations created ahead of time. But I think this is what most AAA games still use.

This might not be quite what you're looking for, but I built a 3D modeler myself. I designed it with a programmer's needs in mind, rather than an artist's, because Blender makes no sense to me.

Basically, you write Java source code that builds the model. All you need is graph paper, a pencil, a colored pencil, and a ruler.

It might help you with the creation of new models, but not with the modification of existing models.

Currently, it doesn't support any kind of 3rd party model import/export, as this isn't a feature I actually need for my project, although it is something I've thought about adding many times. File parsing is a pain... I'd be happy to accept submissions in this area, BTW.

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